// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#ifndef NL_MOTION_BLUR_H
#define NL_MOTION_BLUR_H
#include "nel/misc/types_nl.h"
#include "nel/misc/smart_ptr.h"
namespace NL3D {
class IDriver ;
class ITexture ;
/**
* This class help perfoming motion blur on a portion of the screen
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2001
*/
class CMotionBlur
{
public:
// ctor
CMotionBlur() ;
/** Must be called before performing motion blur on a image sequence. Motion blur is performed
* on a rectangular area.
* 2 calls -> nlassert. Once motion blur must be stopped, you must call releaseMotionBlur.
* \param x the x position of the top-left coener of the rectangle on which motion blur apply
* \param y the y position of the top-left coener of the rectangle on which motion blur apply
* \param width the width of the rectangle on which motion blur apply
* \param height the height of the rectangle on which motion blur apply
*/
void startMotionBlur(uint x, uint y, uint width, uint height) ;
/// release the resources used by motion blur
void releaseMotionBlur() ;
/** perform motion blur, using the given driver
* This can only have been called between a startMotionBlur / releaseMotionBlur pair.
* It must be called after the scene has been drawn of course.
* WARNING : this change the projection matrix and the frustum in the driver.
* \param motionBlurAmount ranges from 0.f to 1.f. Blend using the following :
* motionBlurAmount * previous frame + (1 - motionBlurAmount) * current Frame buffer state
*/
void performMotionBlur(IDriver *driver, float motionBlurAmount) ;
protected:
NLMISC::CSmartPtr _Tex ;
uint _X, _Y, _W, _H ;
};
} // NL3D
#endif // NL_MOTION_BLUR_H
/* End of motion_blur.h */